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>i assume this one was the heal for 60 but drain mana one

Yeah, that's the one.


Anyway, I saw you'd done a hotfix so I thought I might as well try out a quick 2-handed run.

Lower Dungeons

Found a virile axe of shock, so two-handed playthrough is definitely go.

I slept a bit on the weapon art - +20 attack rating is pretty great.

Forgotten Passageway

Ran into a special enemy ghoul that I could barely hit even with the weapon art, so I'm down to 3 health potions. Great.

Found a ring of life steal so this run might just go well though, especially if I pair it with this fast-attack club I found.

And the red knight dopped an axe with more life steal. I wonder if that means I'll regen 2 health per hit?

Lower Dungeons 2

It's still really tough going, but with 2 hp recovered per hit, it's doable.

The gates in the prison bars here are a good size for choke points, for reference.

Found a spear that I'm contractually obligated to try out. It's very short for a two-handed spear, looks kinda goofy.

It's got really good base damage for the attack rate though. I probably should level agility enough for the multi-strike to get more use out of life steal, but dammit, I like axes.

Vedomot was too shy to come out, so I guess I'm moving on up.

Brief Respite

It's nice to ahve the sun cultists be a threat for once.

A problem I'm having with melee combat that I didn't have with ranged is the difficulty in clicking the same dude in a mob of enemies consistently to focus your damage. With ranged you can just shift-click in the general direction, but with melee you actually have to hit the right guy. What's worse, clicking in the general direction like you would with a bow makes your dude do an attack animation, but it's a trap: as far as I can tell you can't actually hit anything by doing so.

Finally died to a boss goat lady.


Conclusion; Once I understood that the W weapon art was more useful as a hit bonus than a damage bonus, I had a much easier time of things.

I'd still say it's a lot weaker than playing with a wand or bow though - even with two really lucky item drops giving me life steal, I didnt' get past the sun cultist area because I simply can't avoid damage like I can with ranged weapons.

>Vedomot was too shy to come out, so I guess I'm moving on up.

was there a bug of some sort? she didn't want to leave or you didn't interact with her? if bug, did you save/load/try again/return to the stairs? any more details about this?

as for the balance, this was merely a bandaid patch since i was fixing something else so i tweaked some numbers. at least you were able to reach the halls, which is probably more than what was possible beforehand.


>What's worse, clicking in the general direction like you would with a bow makes your dude do an attack animation, but it's a trap: as far as I can tell you can't actually hit anything by doing so.

the way this goes is that if the game doesn't think youre interacting with an enemy, you'll just play an attack animation without any intent on hitting things - there isn't a collider check or anything, since i didn't think you'd need one. it means you can't do a pre-swing where an enemy would walk into an attack animation or something. will need to look into this further.

thanks again for playing... again! melee upgrades soon..

(+1)

>was there a bug of some sort?

No, no, sorry, just saying she didn't spawn.

oh right

she's actually quite a rare spawn. something like 1 in 10 chance to get her. most players will go through the game only seeing her name on the end-screen - they're missing out!